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Anyone trying out modding and know Unreal script? I've added a country, but I haven't been able to add custom name lists for it so far.The Iron Rose posted:You have to manually install the redistributables from the binaries folder in the SDK To use the Unreal Editor you also need to tell the SDK where the game and the SDK itself are installed. There's a quickstart PDF with instructions in the documentation folder.
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# ? Feb 7, 2016 05:18 |
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# ? May 22, 2024 00:55 |
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Jabor posted:Lightning Hands is a special ability, it gets its own slot on the toolbar, and it has a cooldown. Using that ability gives you a pistol shot without spending any actions. Quick Draw just means that when you shoot your pistol (which still costs an action, like shooting any other weapon), it doesn't end your turn unless you're out of actions. So you can shoot your pistol as your first action, then shoot your pistol again as your second action, or throw a grenade, or activate another ability, or whatever. Thank you so much! I didn't realise this at all! I really appreciate that write up. I was just thinking it would magically trigger or something
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# ? Feb 7, 2016 05:19 |
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Pomp posted:Turn Timers and why this game is not a strategy title. It makes sense... If you think about it... Like if you begin by ignoring the game's entire narrative and Xcom's classic underdog theme. That's a good place to write an entire Steam review around. I hope there are more like that floating around on the storepage.
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# ? Feb 7, 2016 05:20 |
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FairGame posted:I had a specialist get two of these bonuses early on. ...I really need to do more hacking Specialists because the one kinda-mixed dude I have is a lifesaver so many times. It's amazing just being able to shut down a Heavy MEC or a Sectopod for 2 turns on a whim and clean up everyone around them. Meanwhile, medic Specs are goddamned amazing for damage control. Being able to heal people anywhere on the map and using only a single action point so you can move/shoot/overwatch or heal a second person afterwards is so hilariously good.
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# ? Feb 7, 2016 05:20 |
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I'd be okay with the timer for a mission not really starting until you break concealment on a lot of them where that makes sense. Ones where you're trying to stop ADVENT from killing a data mine or something wouldn't work. But if you can ghost your way into where a VIP is stored, maybe the timer doesn't start until you hit the terminal that opens the door and alerts them. I am fine with the timers, but I think if players were given a little bit of leeway in kicking off the timer, they'd bitch less and it would be more internally consistent.
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# ? Feb 7, 2016 05:21 |
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Tae posted:Those are steam comments. They have hearts as censors. Well, that makes me feel dumb.
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# ? Feb 7, 2016 05:22 |
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Just realized the geoscape ticks a minute for every second you idle there.
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# ? Feb 7, 2016 05:23 |
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steam is people being bad at dead rising all over again
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# ? Feb 7, 2016 05:23 |
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Lacking "tactical variety" is a strange complaint about a sequel to a game that heavily encouraged moving everyone in an overwatch conga line
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# ? Feb 7, 2016 05:24 |
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Fun fact that just saved me grenadier's life: Moving through water puts out units that are on fire! Thank you x-com for that much needed reprieve.
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# ? Feb 7, 2016 05:25 |
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Lowen SoDium posted:
So much so that XCOM 2's actually getting pretty close to getting a "Mixed" review tag from not recommended reviews on Steam. Like I wasn't expecting the user score to match the "critical" score, considering the performance issues, but man I'm surprised how many people utterly loath the timed missions considering how the noted group of hardcore difficulty lovers known as professionally-paid game reviewers were liking XCOM 2's usage of them.
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# ? Feb 7, 2016 05:25 |
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When a soldier is knocked unconscious, are they just out for the rest of the mission? I didn't have a chance to get over to them with a medkit or anything to see if I could wake them up. Just curious
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# ? Feb 7, 2016 05:28 |
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Space Hamlet posted:Lacking "tactical variety" is a strange complaint about a sequel to a game that heavily encouraged moving everyone in an overwatch conga line I want to preface this by saying I'm not making GBS threads on everyone who doesn't like the turn timers or anything, I was pretty nervous about them before I started too. But whenever a hard game comes out and there's a way in which it's hard that people don't like there are ALWAYS some people who try and find a way to say they don't like it that somehow puts them at a high ground. They can't admit they don't like it because it's too hard, it's always something completely ridiculous like "Lacking tactical diversity" because it preserves their ego.
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# ? Feb 7, 2016 05:28 |
Just finished the game on Veteran, now to Copperman Commander and see how it goes. The whole timer debate is dumb. Some missions have you cutting it close, but if you are only halfway across the map then you need to stop playing overwatch conga and GO. This isn't a game for the faint of heart, and that's why new soldiers aren't as garbage as they used to be.
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# ? Feb 7, 2016 05:28 |
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Space Hamlet posted:Lacking "tactical variety" is a strange complaint about a sequel to a game that heavily encouraged moving everyone in an overwatch conga line You fix bad core mechanics by entirely replacing them, not with lovely bandaids.
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# ? Feb 7, 2016 05:29 |
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The Duggler posted:When a soldier is knocked unconscious, are they just out for the rest of the mission? I didn't have a chance to get over to them with a medkit or anything to see if I could wake them up. Unless you have a specialist with Revival Protocol or Restoration, yes, the unit is down for the mission. If it's a "kill all aliens" mission then you juts have to make sure you don't accidentally blow up your soldier. If it's an evac mission then someone will have to carry your unconscious soldier or that soldier will be left behind.
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# ? Feb 7, 2016 05:30 |
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LightWarden posted:Unless you have a specialist with Revival Protocol or Restoration, yes, the unit is down for the mission. If it's a "kill all aliens" mission then you juts have to make sure you don't accidentally blow up your soldier. If it's an evac mission then someone will have to carry your unconscious soldier or that soldier will be left behind. Good info, thanks
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# ? Feb 7, 2016 05:32 |
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redreader posted:That's what I do! Then when I click it says 'fire gun x % chance'. Is it maybe left click for sword or right click for gun? Don't click the enemy, right click to move.
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# ? Feb 7, 2016 05:33 |
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K8.0 posted:You fix bad core mechanics by entirely replacing them, not with lovely bandaids. Most of the things that would've "fixed" it would have harmed any kind of aggression in gameplay further or simply been arbitrary, moreso than the clock.
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# ? Feb 7, 2016 05:33 |
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They should just bump up the "easy" mission timers to 10 instead of 8, because you can seriously get missions that are borderline impossible with the limited tools you have available at the time. When you get further into the game, it becomes much easier to finish missions within the time frame.
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# ? Feb 7, 2016 05:34 |
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Turn limits are, by a significant margin, the best change about this game.
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# ? Feb 7, 2016 05:34 |
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How far can beserkers move? My entire team has to load into one to even get a chance at taking one down. I got dragged into this mission before I could upgrade my shotgun/rifles above the basic ones.
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# ? Feb 7, 2016 05:36 |
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AlternateAccount posted:I'd be okay with the timer for a mission not really starting until you break concealment on a lot of them where that makes sense. Ones where you're trying to stop ADVENT from killing a data mine or something wouldn't work. But if you can ghost your way into where a VIP is stored, maybe the timer doesn't start until you hit the terminal that opens the door and alerts them. The ones with the self-destructing crates are the worst for "why is this timer already starting?" I mean, the Advent are just walking around like it's nothing, why is one of their crates set to detonate just because?
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# ? Feb 7, 2016 05:36 |
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RBA Starblade posted:When does hacking start to become useful, because a 50% chance to buff every enemy in a mission doesn't seem worth a 50% to turn off a scanner and a whole 1% to get your actions back. If you take Haywire Protocol, you can hack robotic enemies. Having a Sectopod stunned for 2 turns is great, and taking over turrets is always good times. Plus, once you start getting better Gremlins, hacking becomes a lot easier. Also, bring along a Skulljack, as it gives a bonus to hacking skill. Fister Roboto posted:Just failed a mission because I guess my specialist decided he couldn't remote hack anymore. Do you need LOS on the terminal or something? Yes, you do. Thankfully, there's a little trick to getting LOS on stuff (it's grenades)
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# ? Feb 7, 2016 05:37 |
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Hard is good, I like the game forcing me to move otherwise I'd just be slowly crawling across the maps every time out. You are almost always cutting it close, but it never feels unfair
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# ? Feb 7, 2016 05:37 |
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DreamShipWrecked posted:Just finished the game on Veteran, now to Copperman Commander and see how it goes. Please tell me there's Second Wave options! Pleeeease say yes! I haven't heard anything about them, so I hope they're there.
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# ? Feb 7, 2016 05:38 |
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Alkydere posted:The ones with the self-destructing crates are the worst for "why is this timer already starting?" I mean, the Advent are just walking around like it's nothing, why is one of their crates set to detonate just because? Maybe they saw the giant VTOL fly overhead and land somewhere nearby
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# ? Feb 7, 2016 05:38 |
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Strong Sauce posted:How far can beserkers move? My entire team has to load into one to even get a chance at taking one down. I got dragged into this mission before I could upgrade my shotgun/rifles above the basic ones. Very far. I mind controlled one on a retaliation mission and it could dash across almost the entire map
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# ? Feb 7, 2016 05:38 |
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The timers are excellent. They create very tense situations and they require you to plan your moves more carefully, not less. Any feature that does that in a strategy game is a good idea.
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# ? Feb 7, 2016 05:39 |
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Alkydere posted:The ones with the self-destructing crates are the worst for "why is this timer already starting?" I mean, the Advent are just walking around like it's nothing, why is one of their crates set to detonate just because? Yeah. I would enjoy the option of either sneaking to the objective and fighting our way out or blasting our way in, etc. Maybe some missions just become really easy and straightforward if you sneak in, grab the thing and then extract out from popping smoke while under fire.
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# ? Feb 7, 2016 05:40 |
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The real problem in this game compared to EU is that the writing is incredibly sloppy. Like, high school level. Look at this clunker: "The obvious question, why not simply use the ADVENT weapons directly, was discovered early on by resistance forces in the field. Some years ago, the aliens began integrating a sort of genetic-verification technology into their weapons that prevents them from functioning by any species whose DNA has not been pre-encoded." I guess academic publishing isn't really a thing in this world, so maybe Tygan hasn't written anything in decades and it's just language drift
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# ? Feb 7, 2016 05:41 |
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MadJackMcJack posted:Very far. I mind controlled one on a retaliation mission and it could dash across almost the entire map Preeeeetty sure if you get them good and pissed, they'll attack anyone nearby, including other ADVENT. I've gotten this to work exactly once so far.
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# ? Feb 7, 2016 05:41 |
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AlternateAccount posted:Yeah. I would enjoy the option of either sneaking to the objective and fighting our way out or blasting our way in, etc. Maybe some missions just become really easy and straightforward if you sneak in, grab the thing and then extract out from popping smoke while under fire. I don't think this game is really that much of a stealth game.
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# ? Feb 7, 2016 05:42 |
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I fought my first codex earlier. I triggered it during my first avenger defense mission. In the middle of fighting my first berserker. ^^ Yeah once they have the 'enraged' status they'll attack the closest target always, from what i've experienced.
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# ? Feb 7, 2016 05:42 |
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The Duggler posted:When a soldier is knocked unconscious, are they just out for the rest of the mission? I didn't have a chance to get over to them with a medkit or anything to see if I could wake them up. Yes, but if it's an evac mission you can still have somebody carry them to the evac.
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# ? Feb 7, 2016 05:44 |
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Space Hamlet posted:Maybe they saw the giant VTOL fly overhead and land somewhere nearby I dunno why, no one else seems to notice Firebrand.
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# ? Feb 7, 2016 05:44 |
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K8.0 posted:You fix bad core mechanics by entirely replacing them, not with lovely bandaids. That's concealment, and it's far from a lovely band aid. Combined with all the extra tools you have, Phantom, Re-conceal, gremlin scanning, if you can't scope out the lay of the land and move across it with relative confidence you're not using everything that's available to you.
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# ? Feb 7, 2016 05:47 |
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Panzeh posted:Most of the things that would've "fixed" it would have harmed any kind of aggression in gameplay further or simply been arbitrary, moreso than the clock. That's my point. The entire design of the combat system is trash and should have been thrown out. They could have made a game that was both deeper and more cinematic by moving away from discrete turns to a system where actions take time, and away from a cover system with bonuses/penalties to having actual projectiles and collision detection, but they just made more of the same crap. I really wanted to like the first game and I want to like this one, but the mechanics are just... bad. The original xcom forced you to be aggressive by making the aliens better than you, so if you got in "fair" fights you just lost because the aliens had superior vision, accuracy, damage, numbers, health, psionics, etc. You had to control situations, not just run through particular pieces of cover in the order the mission designer intended. The game had innumerable flaws, but that was the core of why people enjoyed it - it was an actual strategy game (at least until you figured out how to cheese it), where modern Xcom is ultimately just a puzzle game where you can't see the puzzle ahead of time.
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# ? Feb 7, 2016 05:47 |
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Space Hamlet posted:The real problem in this game compared to EU is that the writing is incredibly sloppy. Like, high school level. Look at this clunker: Since you can easily get the point being made, it is clearly not suitable for academic publication.
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# ? Feb 7, 2016 05:48 |
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# ? May 22, 2024 00:55 |
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For people who might like to enjoy the endgame (or the game at large) a bit longer, there's a mod I might want to try on a second playthrough: it turns off the avatar project clock. Obviously the entire thrust of the strategic layer is heavily built around this so yes, it's very much a cheat, but hell, I figure anything goes if you want to slow ride and just enjoy the battles.
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# ? Feb 7, 2016 05:48 |